/******************************************************************************
 * Spine Runtimes Software License
 * Version 2.1
 * 
 * Copyright (c) 2013, Esoteric Software
 * All rights reserved.
 * 
 * You are granted a perpetual, non-exclusive, non-sublicensable and
 * non-transferable license to install, execute and perform the Spine Runtimes
 * Software (the "Software") solely for internal use. Without the written
 * permission of Esoteric Software (typically granted by licensing Spine), you
 * may not (a) modify, translate, adapt or otherwise create derivative works,
 * improvements of the Software or develop new applications using the Software
 * or (b) remove, delete, alter or obscure any trademarks or any copyright,
 * trademark, patent or other intellectual property or proprietary rights
 * notices on or in the Software, including any copy thereof. Redistributions
 * in binary or source form must include this license and terms.
 * 
 * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
 * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
 * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
 * EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
 * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
 * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
 * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
 * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

#if SPINE_TK2D
using System;
using UnityEngine;
using Spine;

// TODO: handle TPackerCW flip mode (probably not swap uv horizontaly)

public class SpriteCollectionAttachmentLoader : AttachmentLoader {
	private tk2dSpriteCollectionData sprites;
	private float u, v, u2, v2;
	private bool regionRotated;
	private float regionOriginalWidth, regionOriginalHeight;
	private float regionWidth, regionHeight;
	private float regionOffsetX, regionOffsetY;
	private Material material;

	public SpriteCollectionAttachmentLoader (tk2dSpriteCollectionData sprites) {
		if (sprites == null)
			throw new ArgumentNullException("sprites cannot be null.");
		this.sprites = sprites;
	}

	private void ProcessSpriteDefinition (String name) {
		// Strip folder names.
		int index = name.LastIndexOfAny(new char[] {'/', '\\'});
		if (index != -1)
			name = name.Substring(index + 1);
		
		tk2dSpriteDefinition def = sprites.inst.GetSpriteDefinition(name);
		
		if (def == null) {
			Debug.Log("Sprite not found in atlas: " + name, sprites);
			throw new Exception("Sprite not found in atlas: " + name);
		}
		if (def.complexGeometry)
			throw new NotImplementedException("Complex geometry is not supported: " + name);
		if (def.flipped == tk2dSpriteDefinition.FlipMode.TPackerCW)
			throw new NotImplementedException("Only 2D Toolkit atlases are supported: " + name);

		Vector2 minTexCoords = Vector2.one, maxTexCoords = Vector2.zero;
		for (int i = 0; i < def.uvs.Length; ++i) {
			Vector2 uv = def.uvs[i];
			minTexCoords = Vector2.Min(minTexCoords, uv);
			maxTexCoords = Vector2.Max(maxTexCoords, uv);
		}
		regionRotated = def.flipped == tk2dSpriteDefinition.FlipMode.Tk2d;
		if (regionRotated) {
			float temp = minTexCoords.x;
			minTexCoords.x = maxTexCoords.x;
			maxTexCoords.x = temp;
		}
		u = minTexCoords.x;
		v = maxTexCoords.y;
		u2 = maxTexCoords.x;
		v2 = minTexCoords.y;

		regionOriginalWidth = (int)(def.untrimmedBoundsData[1].x / def.texelSize.x);
		regionOriginalHeight = (int)(def.untrimmedBoundsData[1].y / def.texelSize.y);
		
		regionWidth = (int)(def.boundsData[1].x / def.texelSize.x);
		regionHeight = (int)(def.boundsData[1].y / def.texelSize.y);
		
		float x0 = def.untrimmedBoundsData[0].x - def.untrimmedBoundsData[1].x / 2;
		float x1 = def.boundsData[0].x - def.boundsData[1].x / 2;
		regionOffsetX = (int)((x1 - x0) / def.texelSize.x);
		
		float y0 = def.untrimmedBoundsData[0].y - def.untrimmedBoundsData[1].y / 2;
		float y1 = def.boundsData[0].y - def.boundsData[1].y / 2;
		regionOffsetY = (int)((y1 - y0) / def.texelSize.y);

		material = def.materialInst;
	}

	public RegionAttachment NewRegionAttachment (Skin skin, String name, String path) {
		ProcessSpriteDefinition(path);
		
		RegionAttachment region = new RegionAttachment(name);
		region.Path = path;
		region.RendererObject = material;
		region.SetUVs(u, v, u2, v2, regionRotated);
		region.RegionOriginalWidth = regionOriginalWidth;
		region.RegionOriginalHeight = regionOriginalHeight;
		region.RegionWidth = regionWidth;
		region.RegionHeight = regionHeight;
		region.RegionOffsetX = regionOffsetX;
		region.RegionOffsetY = regionOffsetY;
		return region;
	}
	
	public MeshAttachment NewMeshAttachment (Skin skin, String name, String path) {
		ProcessSpriteDefinition(path);
		
		MeshAttachment mesh = new MeshAttachment(name);
		mesh.Path = path;
		mesh.RendererObject = material;
		mesh.RegionU = u;
		mesh.RegionV = v;
		mesh.RegionU2 = u2;
		mesh.RegionV2 = v2;
		mesh.RegionRotate = regionRotated;
		mesh.RegionOriginalWidth = regionOriginalWidth;
		mesh.RegionOriginalHeight = regionOriginalHeight;
		mesh.RegionWidth = regionWidth;
		mesh.RegionHeight = regionHeight;
		mesh.RegionOffsetX = regionOffsetX;
		mesh.RegionOffsetY = regionOffsetY;
		return mesh;
	}
	
	public SkinnedMeshAttachment NewSkinnedMeshAttachment (Skin skin, String name, String path) {
		ProcessSpriteDefinition(path);
		
		SkinnedMeshAttachment mesh = new SkinnedMeshAttachment(name);
		mesh.Path = path;
		mesh.RendererObject = material;
		mesh.RegionU = u;
		mesh.RegionV = v;
		mesh.RegionU2 = u2;
		mesh.RegionV2 = v2;
		mesh.RegionRotate = regionRotated;
		mesh.RegionOriginalWidth = regionOriginalWidth;
		mesh.RegionOriginalHeight = regionOriginalHeight;
		mesh.RegionWidth = regionWidth;
		mesh.RegionHeight = regionHeight;
		mesh.RegionOffsetX = regionOffsetX;
		mesh.RegionOffsetY = regionOffsetY;
		return mesh;
	}

	public BoundingBoxAttachment NewBoundingBoxAttachment (Skin skin, String name) {
		return new BoundingBoxAttachment(name);
	}
}
#endif
